gnome-shell/js/ui/layout.js
Dan Winship 33094b4988 messageTray: fix notification/keyboard interaction
If the pointer moves from the notification into the keyboard, don't
treat that as moving out of the tray.

https://bugzilla.gnome.org/show_bug.cgi?id=658603
2011-09-23 07:56:45 -04:00

968 lines
36 KiB
JavaScript

/* -*- mode: js2; js2-basic-offset: 4; indent-tabs-mode: nil -*- */
const Clutter = imports.gi.Clutter;
const Lang = imports.lang;
const Mainloop = imports.mainloop;
const Meta = imports.gi.Meta;
const Shell = imports.gi.Shell;
const Signals = imports.signals;
const St = imports.gi.St;
const Main = imports.ui.main;
const Params = imports.misc.params;
const ScreenSaver = imports.misc.screenSaver;
const Tweener = imports.ui.tweener;
const HOT_CORNER_ACTIVATION_TIMEOUT = 0.5;
const STARTUP_ANIMATION_TIME = 0.2;
const KEYBOARD_ANIMATION_TIME = 0.5;
function LayoutManager() {
this._init.apply(this, arguments);
}
LayoutManager.prototype = {
_init: function () {
this._rtl = (St.Widget.get_default_direction() == St.TextDirection.RTL);
this.monitors = [];
this.primaryMonitor = null;
this.primaryIndex = -1;
this._hotCorners = [];
this._leftPanelBarrier = 0;
this._rightPanelBarrier = 0;
this._trayBarrier = 0;
this._chrome = new Chrome(this);
this.panelBox = new St.BoxLayout({ name: 'panelBox',
vertical: true });
this.addChrome(this.panelBox, { affectsStruts: true });
this.panelBox.connect('allocation-changed',
Lang.bind(this, this._updatePanelBarriers));
this.trayBox = new St.BoxLayout({ name: 'trayBox' });
this.addChrome(this.trayBox, { visibleInFullscreen: true });
this.trayBox.connect('allocation-changed',
Lang.bind(this, this._updateTrayBarrier));
this.keyboardBox = new St.BoxLayout({ name: 'keyboardBox',
reactive: true,
track_hover: true });
this.addChrome(this.keyboardBox, { visibleInFullscreen: true });
this._keyboardHeightNotifyId = 0;
global.screen.connect('monitors-changed',
Lang.bind(this, this._monitorsChanged));
this._monitorsChanged();
},
// This is called by Main after everything else is constructed;
// Chrome.init() needs access to Main.overview, which didn't exist
// yet when the LayoutManager was constructed.
init: function() {
this._chrome.init();
this._startupAnimation();
},
_updateMonitors: function() {
let screen = global.screen;
this.monitors = [];
let nMonitors = screen.get_n_monitors();
for (let i = 0; i < nMonitors; i++)
this.monitors.push(screen.get_monitor_geometry(i));
if (nMonitors == 1) {
this.primaryIndex = this.bottomIndex = 0;
} else {
// If there are monitors below the primary, then we need
// to split primary from bottom.
this.primaryIndex = this.bottomIndex = screen.get_primary_monitor();
for (let i = 0; i < this.monitors.length; i++) {
let monitor = this.monitors[i];
if (this._isAboveOrBelowPrimary(monitor)) {
if (monitor.y > this.monitors[this.bottomIndex].y)
this.bottomIndex = i;
}
}
}
this.primaryMonitor = this.monitors[this.primaryIndex];
this.bottomMonitor = this.monitors[this.bottomIndex];
},
_updateHotCorners: function() {
// destroy old hot corners
for (let i = 0; i < this._hotCorners.length; i++)
this._hotCorners[i].destroy();
this._hotCorners = [];
// build new hot corners
for (let i = 0; i < this.monitors.length; i++) {
if (i == this.primaryIndex)
continue;
let monitor = this.monitors[i];
let cornerX = this._rtl ? monitor.x + monitor.width : monitor.x;
let cornerY = monitor.y;
let haveTopLeftCorner = true;
// Check if we have a top left (right for RTL) corner.
// I.e. if there is no monitor directly above or to the left(right)
let besideX = this._rtl ? monitor.x + 1 : cornerX - 1;
let besideY = cornerY;
let aboveX = cornerX;
let aboveY = cornerY - 1;
for (let j = 0; j < this.monitors.length; j++) {
if (i == j)
continue;
let otherMonitor = this.monitors[j];
if (besideX >= otherMonitor.x &&
besideX < otherMonitor.x + otherMonitor.width &&
besideY >= otherMonitor.y &&
besideY < otherMonitor.y + otherMonitor.height) {
haveTopLeftCorner = false;
break;
}
if (aboveX >= otherMonitor.x &&
aboveX < otherMonitor.x + otherMonitor.width &&
aboveY >= otherMonitor.y &&
aboveY < otherMonitor.y + otherMonitor.height) {
haveTopLeftCorner = false;
break;
}
}
if (!haveTopLeftCorner)
continue;
let corner = new HotCorner();
this._hotCorners.push(corner);
corner.actor.set_position(cornerX, cornerY);
this._chrome.addActor(corner.actor);
}
},
_updateBoxes: function() {
this.panelBox.set_position(this.primaryMonitor.x, this.primaryMonitor.y);
this.panelBox.set_size(this.primaryMonitor.width, -1);
this.keyboardBox.set_position(this.bottomMonitor.x,
this.bottomMonitor.y + this.bottomMonitor.height);
this.keyboardBox.set_size(this.bottomMonitor.width, -1);
this.trayBox.set_position(this.bottomMonitor.x,
this.bottomMonitor.y + this.bottomMonitor.height);
this.trayBox.set_size(this.bottomMonitor.width, -1);
// Set trayBox's clip to show things above it, but not below
// it (so it's not visible behind the keyboard). The exact
// height of the clip doesn't matter, as long as it's taller
// than any Notification.actor.
this.trayBox.set_clip(0, -this.bottomMonitor.height,
this.bottomMonitor.width, this.bottomMonitor.height);
},
_updatePanelBarriers: function() {
if (this._leftPanelBarrier)
global.destroy_pointer_barrier(this._leftPanelBarrier);
if (this._rightPanelBarrier)
global.destroy_pointer_barrier(this._rightPanelBarrier);
if (this.panelBox.height) {
let primary = this.primaryMonitor;
this._leftPanelBarrier =
global.create_pointer_barrier(primary.x, primary.y,
primary.x, primary.y + this.panelBox.height,
1 /* BarrierPositiveX */);
this._rightPanelBarrier =
global.create_pointer_barrier(primary.x + primary.width, primary.y,
primary.x + primary.width, primary.y + this.panelBox.height,
4 /* BarrierNegativeX */);
} else {
this._leftPanelBarrier = 0;
this._rightPanelBarrier = 0;
}
},
_updateTrayBarrier: function() {
let monitor = this.bottomMonitor;
if (this._trayBarrier)
global.destroy_pointer_barrier(this._trayBarrier);
if (Main.messageTray) {
this._trayBarrier =
global.create_pointer_barrier(monitor.x + monitor.width, monitor.y + monitor.height - Main.messageTray.actor.height,
monitor.x + monitor.width, monitor.y + monitor.height,
4 /* BarrierNegativeX */);
} else {
this._trayBarrier = 0;
}
},
_monitorsChanged: function() {
this._updateMonitors();
this._updateBoxes();
this._updateHotCorners();
this.emit('monitors-changed');
},
_isAboveOrBelowPrimary: function(monitor) {
let primary = this.monitors[this.primaryIndex];
let monitorLeft = monitor.x, monitorRight = monitor.x + monitor.width;
let primaryLeft = primary.x, primaryRight = primary.x + primary.width;
if ((monitorLeft >= primaryLeft && monitorLeft <= primaryRight) ||
(monitorRight >= primaryLeft && monitorRight <= primaryRight) ||
(primaryLeft >= monitorLeft && primaryLeft <= monitorRight) ||
(primaryRight >= monitorLeft && primaryRight <= monitorRight))
return true;
return false;
},
get focusIndex() {
let focusWindow = global.display.focus_window;
if (focusWindow) {
let wrect = focusWindow.get_outer_rect();
for (let i = 0; i < this.monitors.length; i++) {
let monitor = this.monitors[i];
if (monitor.x <= wrect.x && monitor.y <= wrect.y &&
monitor.x + monitor.width > wrect.x &&
monitor.y + monitor.height > wrect.y)
return i;
}
}
return this.primaryIndex;
},
get focusMonitor() {
return this.monitors[this.focusIndex];
},
_startupAnimation: function() {
// Don't animate the strut
this._chrome.freezeUpdateRegions();
this.panelBox.anchor_y = this.panelBox.height;
Tweener.addTween(this.panelBox,
{ anchor_y: 0,
time: STARTUP_ANIMATION_TIME,
transition: 'easeOutQuad',
onComplete: this._startupAnimationComplete,
onCompleteScope: this
});
},
_startupAnimationComplete: function() {
this._chrome.thawUpdateRegions();
},
showKeyboard: function () {
Main.messageTray.hide();
this.keyboardBox.raise_top();
Tweener.addTween(this.keyboardBox,
{ anchor_y: this.keyboardBox.height,
time: KEYBOARD_ANIMATION_TIME,
transition: 'easeOutQuad',
onComplete: this._showKeyboardComplete,
onCompleteScope: this
});
Tweener.addTween(this.trayBox,
{ anchor_y: this.keyboardBox.height,
time: KEYBOARD_ANIMATION_TIME,
transition: 'easeOutQuad'
});
},
_showKeyboardComplete: function() {
// Poke Chrome to update the input shape; it doesn't notice
// anchor point changes
this._chrome.updateRegions();
this._keyboardHeightNotifyId = this.keyboardBox.connect('notify::height', Lang.bind(this, function () {
this.keyboardBox.anchor_y = this.keyboardBox.height;
this.trayBox.anchor_y = this.keyboardBox.height;
}));
},
hideKeyboard: function (immediate) {
Main.messageTray.hide();
if (this._keyboardHeightNotifyId) {
this.keyboardBox.disconnect(this._keyboardHeightNotifyId);
this._keyboardHeightNotifyId = 0;
}
Tweener.addTween(this.keyboardBox,
{ anchor_y: 0,
time: immediate ? 0 : KEYBOARD_ANIMATION_TIME,
transition: 'easeOutQuad',
onComplete: this._hideKeyboardComplete,
onCompleteScope: this
});
Tweener.addTween(this.trayBox,
{ anchor_y: 0,
time: immediate ? 0 : KEYBOARD_ANIMATION_TIME,
transition: 'easeOutQuad'
});
},
_hideKeyboardComplete: function() {
this._chrome.updateRegions();
},
// addChrome:
// @actor: an actor to add to the chrome
// @params: (optional) additional params
//
// Adds @actor to the chrome, and (unless %affectsInputRegion in
// @params is %false) extends the input region to include it.
// Changes in @actor's size, position, and visibility will
// automatically result in appropriate changes to the input
// region.
//
// If %affectsStruts in @params is %true (and @actor is along a
// screen edge), then @actor's size and position will also affect
// the window manager struts. Changes to @actor's visibility will
// NOT affect whether or not the strut is present, however.
//
// If %visibleInFullscreen in @params is %true, the actor will be
// visible even when a fullscreen window should be covering it.
addChrome: function(actor, params) {
this._chrome.addActor(actor, params);
},
// trackChrome:
// @actor: a descendant of the chrome to begin tracking
// @params: parameters describing how to track @actor
//
// Tells the chrome to track @actor, which must be a descendant
// of an actor added via addChrome(). This can be used to extend the
// struts or input region to cover specific children.
//
// @params can have any of the same values as in addChrome(),
// though some possibilities don't make sense (eg, trying to have
// a %visibleInFullscreen child of a non-%visibleInFullscreen
// parent). By default, @actor has the same params as its chrome
// ancestor.
trackChrome: function(actor, params) {
this._chrome.trackActor(actor, params);
},
// untrackChrome:
// @actor: an actor previously tracked via trackChrome()
//
// Undoes the effect of trackChrome()
untrackChrome: function(actor) {
this._chrome.untrackActor(actor);
},
// removeChrome:
// @actor: a chrome actor
//
// Removes @actor from the chrome
removeChrome: function(actor) {
this._chrome.removeActor(actor);
}
};
Signals.addSignalMethods(LayoutManager.prototype);
// HotCorner:
//
// This class manages a "hot corner" that can toggle switching to
// overview.
function HotCorner() {
this._init();
}
HotCorner.prototype = {
_init : function() {
// We use this flag to mark the case where the user has entered the
// hot corner and has not left both the hot corner and a surrounding
// guard area (the "environs"). This avoids triggering the hot corner
// multiple times due to an accidental jitter.
this._entered = false;
this.actor = new Clutter.Group({ name: 'hot-corner-environs',
width: 3,
height: 3,
reactive: true });
this._corner = new Clutter.Rectangle({ name: 'hot-corner',
width: 1,
height: 1,
opacity: 0,
reactive: true });
this._corner._delegate = this;
this.actor.add_actor(this._corner);
if (St.Widget.get_default_direction() == St.TextDirection.RTL) {
this._corner.set_position(this.actor.width - this._corner.width, 0);
this.actor.set_anchor_point_from_gravity(Clutter.Gravity.NORTH_EAST);
} else {
this._corner.set_position(0, 0);
}
this._activationTime = 0;
this.actor.connect('leave-event',
Lang.bind(this, this._onEnvironsLeft));
// Clicking on the hot corner environs should result in the
// same behavior as clicking on the hot corner.
this.actor.connect('button-release-event',
Lang.bind(this, this._onCornerClicked));
// In addition to being triggered by the mouse enter event,
// the hot corner can be triggered by clicking on it. This is
// useful if the user wants to undo the effect of triggering
// the hot corner once in the hot corner.
this._corner.connect('enter-event',
Lang.bind(this, this._onCornerEntered));
this._corner.connect('button-release-event',
Lang.bind(this, this._onCornerClicked));
this._corner.connect('leave-event',
Lang.bind(this, this._onCornerLeft));
// Cache the three ripples instead of dynamically creating and destroying them.
this._ripple1 = new St.BoxLayout({ style_class: 'ripple-box', opacity: 0 });
this._ripple2 = new St.BoxLayout({ style_class: 'ripple-box', opacity: 0 });
this._ripple3 = new St.BoxLayout({ style_class: 'ripple-box', opacity: 0 });
Main.uiGroup.add_actor(this._ripple1);
Main.uiGroup.add_actor(this._ripple2);
Main.uiGroup.add_actor(this._ripple3);
},
destroy: function() {
this.actor.destroy();
},
_animRipple : function(ripple, delay, time, startScale, startOpacity, finalScale) {
// We draw a ripple by using a source image and animating it scaling
// outwards and fading away. We want the ripples to move linearly
// or it looks unrealistic, but if the opacity of the ripple goes
// linearly to zero it fades away too quickly, so we use Tweener's
// 'onUpdate' to give a non-linear curve to the fade-away and make
// it more visible in the middle section.
ripple._opacity = startOpacity;
if (ripple.get_direction() == St.TextDirection.RTL)
ripple.set_anchor_point_from_gravity(Clutter.Gravity.NORTH_EAST);
ripple.visible = true;
ripple.opacity = 255 * Math.sqrt(startOpacity);
ripple.scale_x = ripple.scale_y = startScale;
let [x, y] = this._corner.get_transformed_position();
ripple.x = x;
ripple.y = y;
Tweener.addTween(ripple, { _opacity: 0,
scale_x: finalScale,
scale_y: finalScale,
delay: delay,
time: time,
transition: 'linear',
onUpdate: function() { ripple.opacity = 255 * Math.sqrt(ripple._opacity); },
onComplete: function() { ripple.visible = false; } });
},
rippleAnimation: function() {
// Show three concentric ripples expanding outwards; the exact
// parameters were found by trial and error, so don't look
// for them to make perfect sense mathematically
// delay time scale opacity => scale
this._animRipple(this._ripple1, 0.0, 0.83, 0.25, 1.0, 1.5);
this._animRipple(this._ripple2, 0.05, 1.0, 0.0, 0.7, 1.25);
this._animRipple(this._ripple3, 0.35, 1.0, 0.0, 0.3, 1);
},
handleDragOver: function(source, actor, x, y, time) {
if (source != Main.xdndHandler)
return;
if (!Main.overview.visible && !Main.overview.animationInProgress) {
this.rippleAnimation();
Main.overview.showTemporarily();
Main.overview.beginItemDrag(actor);
}
},
_onCornerEntered : function() {
if (!this._entered) {
this._entered = true;
if (!Main.overview.animationInProgress) {
this._activationTime = Date.now() / 1000;
this.rippleAnimation();
Main.overview.toggle();
}
}
return false;
},
_onCornerClicked : function() {
if (this.shouldToggleOverviewOnClick())
Main.overview.toggle();
return true;
},
_onCornerLeft : function(actor, event) {
if (event.get_related() != this.actor)
this._entered = false;
// Consume event, otherwise this will confuse onEnvironsLeft
return true;
},
_onEnvironsLeft : function(actor, event) {
if (event.get_related() != this._corner)
this._entered = false;
return false;
},
// Checks if the Activities button is currently sensitive to
// clicks. The first call to this function within the
// HOT_CORNER_ACTIVATION_TIMEOUT time of the hot corner being
// triggered will return false. This avoids opening and closing
// the overview if the user both triggered the hot corner and
// clicked the Activities button.
shouldToggleOverviewOnClick: function() {
if (Main.overview.animationInProgress)
return false;
if (this._activationTime == 0 || Date.now() / 1000 - this._activationTime > HOT_CORNER_ACTIVATION_TIMEOUT)
return true;
return false;
}
};
// This manages the shell "chrome"; the UI that's visible in the
// normal mode (ie, outside the Overview), that surrounds the main
// workspace content.
const defaultParams = {
visibleInFullscreen: false,
affectsStruts: false,
affectsInputRegion: true
};
function Chrome() {
this._init.apply(this, arguments);
}
Chrome.prototype = {
_init: function(layoutManager) {
this._layoutManager = layoutManager;
this._monitors = [];
this._inOverview = false;
this._updateRegionIdle = 0;
this._freezeUpdateCount = 0;
this._trackedActors = [];
this._layoutManager.connect('monitors-changed',
Lang.bind(this, this._relayout));
global.screen.connect('restacked',
Lang.bind(this, this._windowsRestacked));
// Need to update struts on new workspaces when they are added
global.screen.connect('notify::n-workspaces',
Lang.bind(this, this._queueUpdateRegions));
this._screenSaverActive = false;
this._screenSaverProxy = new ScreenSaver.ScreenSaverProxy();
this._screenSaverProxy.connect('ActiveChanged', Lang.bind(this, this._onScreenSaverActiveChanged));
this._screenSaverProxy.GetActiveRemote(Lang.bind(this,
function(result, err) {
if (!err)
this._onScreenSaverActiveChanged(this._screenSaverProxy, result);
}));
this._relayout();
},
init: function() {
Main.overview.connect('showing',
Lang.bind(this, this._overviewShowing));
Main.overview.connect('hidden',
Lang.bind(this, this._overviewHidden));
},
addActor: function(actor, params) {
Main.uiGroup.add_actor(actor);
this._trackActor(actor, params);
},
trackActor: function(actor, params) {
let ancestor = actor.get_parent();
let index = this._findActor(ancestor);
while (ancestor && index == -1) {
ancestor = ancestor.get_parent();
index = this._findActor(ancestor);
}
if (!ancestor)
throw new Error('actor is not a descendent of a chrome actor');
let ancestorData = this._trackedActors[index];
if (!params)
params = {};
// We can't use Params.parse here because we want to drop
// the extra values like ancestorData.actor
for (let prop in defaultParams) {
if (!params[prop])
params[prop] = ancestorData[prop];
}
this._trackActor(actor, params);
},
untrackActor: function(actor) {
this._untrackActor(actor);
},
removeActor: function(actor) {
Main.uiGroup.remove_actor(actor);
this._untrackActor(actor);
},
_findActor: function(actor) {
for (let i = 0; i < this._trackedActors.length; i++) {
let actorData = this._trackedActors[i];
if (actorData.actor == actor)
return i;
}
return -1;
},
_trackActor: function(actor, params) {
if (this._findActor(actor) != -1)
throw new Error('trying to re-track existing chrome actor');
let actorData = Params.parse(params, defaultParams);
actorData.actor = actor;
actorData.isToplevel = actor.get_parent() == Main.uiGroup;
actorData.visibleId = actor.connect('notify::visible',
Lang.bind(this, this._queueUpdateRegions));
actorData.allocationId = actor.connect('notify::allocation',
Lang.bind(this, this._queueUpdateRegions));
actorData.parentSetId = actor.connect('parent-set',
Lang.bind(this, this._actorReparented));
// Note that destroying actor will unset its parent, so we don't
// need to connect to 'destroy' too.
this._trackedActors.push(actorData);
this._queueUpdateRegions();
},
_untrackActor: function(actor) {
let i = this._findActor(actor);
if (i == -1)
return;
let actorData = this._trackedActors[i];
this._trackedActors.splice(i, 1);
actor.disconnect(actorData.visibleId);
actor.disconnect(actorData.allocationId);
actor.disconnect(actorData.parentSetId);
this._queueUpdateRegions();
},
_actorReparented: function(actor, oldParent) {
let newParent = actor.get_parent();
if (!newParent)
this._untrackActor(actor);
else
actorData.isToplevel = (newParent == Main.uiGroup);
},
_updateVisibility: function() {
for (let i = 0; i < this._trackedActors.length; i++) {
let actorData = this._trackedActors[i], visible;
if (!actorData.isToplevel)
continue;
if (this._screenSaverActive)
visible = false;
else if (this._inOverview)
visible = true;
else if (!actorData.visibleInFullscreen &&
this._findMonitorForActor(actorData.actor).inFullscreen)
visible = false;
else
visible = true;
Main.uiGroup.set_skip_paint(actorData.actor, !visible);
}
},
_overviewShowing: function() {
this._inOverview = true;
this._updateVisibility();
this._queueUpdateRegions();
},
_overviewHidden: function() {
this._inOverview = false;
this._updateVisibility();
this._queueUpdateRegions();
},
_relayout: function() {
this._monitors = this._layoutManager.monitors;
this._primaryMonitor = this._layoutManager.primaryMonitor;
this._updateFullscreen();
this._updateVisibility();
this._queueUpdateRegions();
},
_onScreenSaverActiveChanged: function(proxy, screenSaverActive) {
this._screenSaverActive = screenSaverActive;
this._updateVisibility();
this._queueUpdateRegions();
},
_findMonitorForRect: function(x, y, w, h) {
// First look at what monitor the center of the rectangle is at
let cx = x + w/2;
let cy = y + h/2;
for (let i = 0; i < this._monitors.length; i++) {
let monitor = this._monitors[i];
if (cx >= monitor.x && cx < monitor.x + monitor.width &&
cy >= monitor.y && cy < monitor.y + monitor.height)
return monitor;
}
// If the center is not on a monitor, return the first overlapping monitor
for (let i = 0; i < this._monitors.length; i++) {
let monitor = this._monitors[i];
if (x + w > monitor.x && x < monitor.x + monitor.width &&
y + h > monitor.y && y < monitor.y + monitor.height)
return monitor;
}
// otherwise on no monitor
return null;
},
_findMonitorForWindow: function(window) {
return this._findMonitorForRect(window.x, window.y, window.width, window.height);
},
// This call guarantees that we return some monitor to simplify usage of it
// In practice all tracked actors should be visible on some monitor anyway
_findMonitorForActor: function(actor) {
let [x, y] = actor.get_transformed_position();
let [w, h] = actor.get_transformed_size();
let monitor = this._findMonitorForRect(x, y, w, h);
if (monitor)
return monitor;
return this._primaryMonitor; // Not on any monitor, pretend its on the primary
},
_queueUpdateRegions: function() {
if (!this._updateRegionIdle && !this._freezeUpdateCount)
this._updateRegionIdle = Mainloop.idle_add(Lang.bind(this, this.updateRegions),
Meta.PRIORITY_BEFORE_REDRAW);
},
freezeUpdateRegions: function() {
if (this._updateRegionIdle)
this.updateRegions();
this._freezeUpdateCount++;
},
thawUpdateRegions: function() {
this._freezeUpdateCount--;
this._queueUpdateRegions();
},
_updateFullscreen: function() {
let windows = Main.getWindowActorsForWorkspace(global.screen.get_active_workspace_index());
// Reset all monitors to not fullscreen
for (let i = 0; i < this._monitors.length; i++)
this._monitors[i].inFullscreen = false;
// Ordinary chrome should be visible unless there is a window
// with layer FULLSCREEN, or a window with layer
// OVERRIDE_REDIRECT that covers the whole screen.
// ('override_redirect' is not actually a layer above all
// other windows, but this seems to be how mutter treats it
// currently...) If we wanted to be extra clever, we could
// figure out when an OVERRIDE_REDIRECT window was trying to
// partially overlap us, and then adjust the input region and
// our clip region accordingly...
// @windows is sorted bottom to top.
for (let i = windows.length - 1; i > -1; i--) {
let window = windows[i];
let layer = window.get_meta_window().get_layer();
// Skip minimized windows
if (!window.showing_on_its_workspace())
continue;
if (layer == Meta.StackLayer.FULLSCREEN) {
let monitor = this._findMonitorForWindow(window);
if (monitor)
monitor.inFullscreen = true;
}
if (layer == Meta.StackLayer.OVERRIDE_REDIRECT) {
let monitor = this._findMonitorForWindow(window);
if (monitor &&
window.x <= monitor.x &&
window.x + window.width >= monitor.x + monitor.width &&
window.y <= monitor.y &&
window.y + window.height >= monitor.y + monitor.height)
monitor.inFullscreen = true;
} else
break;
}
},
_windowsRestacked: function() {
let wasInFullscreen = [];
for (let i = 0; i < this._monitors.length; i++)
wasInFullscreen[i] = this._monitors[i].inFullscreen;
this._updateFullscreen();
let changed = false;
for (let i = 0; i < wasInFullscreen.length; i++) {
if (wasInFullscreen[i] != this._monitors[i].inFullscreen) {
changed = true;
break;
}
}
if (changed) {
this._updateVisibility();
this._queueUpdateRegions();
}
},
updateRegions: function() {
let rects = [], struts = [], i;
if (this._updateRegionIdle) {
Mainloop.source_remove(this._updateRegionIdle);
delete this._updateRegionIdle;
}
for (i = 0; i < this._trackedActors.length; i++) {
let actorData = this._trackedActors[i];
if (!actorData.affectsInputRegion && !actorData.affectsStruts)
continue;
let [x, y] = actorData.actor.get_transformed_position();
let [w, h] = actorData.actor.get_transformed_size();
x = Math.round(x);
y = Math.round(y);
w = Math.round(w);
h = Math.round(h);
let rect = new Meta.Rectangle({ x: x, y: y, width: w, height: h});
if (actorData.affectsInputRegion &&
actorData.actor.get_paint_visibility() &&
!Main.uiGroup.get_skip_paint(actorData.actor))
rects.push(rect);
if (!actorData.affectsStruts)
continue;
// Limit struts to the size of the screen
let x1 = Math.max(x, 0);
let x2 = Math.min(x + w, global.screen_width);
let y1 = Math.max(y, 0);
let y2 = Math.min(y + h, global.screen_height);
// NetWM struts are not really powerful enought to handle
// a multi-monitor scenario, they only describe what happens
// around the outer sides of the full display region. However
// it can describe a partial region along each side, so
// we can support having the struts only affect the
// primary monitor. This should be enough as we only have
// chrome affecting the struts on the primary monitor so
// far.
//
// Metacity wants to know what side of the screen the
// strut is considered to be attached to. If the actor is
// only touching one edge, or is touching the entire
// border of the primary monitor, then it's obvious which
// side to call it. If it's in a corner, we pick a side
// arbitrarily. If it doesn't touch any edges, or it spans
// the width/height across the middle of the screen, then
// we don't create a strut for it at all.
let side;
let primary = this._primaryMonitor;
if (x1 <= primary.x && x2 >= primary.x + primary.width) {
if (y1 <= primary.y)
side = Meta.Side.TOP;
else if (y2 >= primary.y + primary.height)
side = Meta.Side.BOTTOM;
else
continue;
} else if (y1 <= primary.y && y2 >= primary.y + primary.height) {
if (x1 <= 0)
side = Meta.Side.LEFT;
else if (x2 >= global.screen_width)
side = Meta.Side.RIGHT;
else
continue;
} else if (x1 <= 0)
side = Meta.Side.LEFT;
else if (y1 <= 0)
side = Meta.Side.TOP;
else if (x2 >= global.screen_width)
side = Meta.Side.RIGHT;
else if (y2 >= global.screen_height)
side = Meta.Side.BOTTOM;
else
continue;
// Ensure that the strut rects goes all the way to the screen edge,
// as this really what mutter expects.
switch (side) {
case Meta.Side.TOP:
y1 = 0;
break;
case Meta.Side.BOTTOM:
y2 = global.screen_height;
break;
case Meta.Side.LEFT:
x1 = 0;
break;
case Meta.Side.RIGHT:
x2 = global.screen_width;
break;
}
let strutRect = new Meta.Rectangle({ x: x1, y: y1, width: x2 - x1, height: y2 - y1});
let strut = new Meta.Strut({ rect: strutRect, side: side });
struts.push(strut);
}
global.set_stage_input_region(rects);
let screen = global.screen;
for (let w = 0; w < screen.n_workspaces; w++) {
let workspace = screen.get_workspace_by_index(w);
workspace.set_builtin_struts(struts);
}
return false;
}
};